#version 150 core

uniform mat4 modelMatrix ;
uniform mat4 viewMatrix ;
uniform mat4 projMatrix ;
uniform mat4 textureMatrix ;

in vec3 position;
in vec2 texCoord;

out Vertex {
vec2 texCoord;
} OUT ;

void main ( void ) {
mat4 mvp = projMatrix * viewMatrix * modelMatrix;
gl_Position = mvp * vec4 (position , 1.0);
OUT.texCoord = ( textureMatrix * vec4 (texCoord, 0.0 , 1.0)).xy;
}